Particles.Arcade.Emitter#revive()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

revive() → {Phaser

2025-01-10 15:47:30
Particles.Arcade.Emitter#enableBodyDebug
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

enableBodyDebug : boolean If true when a physics body is created (via

2025-01-10 15:47:30
Particles.Arcade.Emitter#getFurthestFrom()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

getFurthestFrom(object, callback, callbackContext) → {any}

2025-01-10 15:47:30
Particle#physicsType
  • References/Game Development/Phaser/Particles/Particle

[readonly] physicsType : number The const physics body type of this object.

2025-01-10 15:47:30
Particle#addChildAt()
  • References/Game Development/Phaser/Particles/Particle

addChildAt(child, index) → {DisplayObject}

2025-01-10 15:47:30
Particles.Arcade.Emitter#getBottom()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

getBottom() → {any} Returns the child at the bottom of this group. The bottom child the child

2025-01-10 15:47:30
Particles.Arcade.Emitter#particleSendToBack
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

particleSendToBack : boolean If this is true then when the Particle is emitted it will be sent to the back of the

2025-01-10 15:47:30
Particles.Arcade.Emitter#centerY
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

centerY : number The center y coordinate of this Group. It is derived by calling getBounds, calculating the

2025-01-10 15:47:30
Particle#checkWorldBounds
  • References/Game Development/Phaser/Particles/Particle

checkWorldBounds : boolean If this is set to true the Game Object checks if it is within the World bounds each frame

2025-01-10 15:47:30
Particles.Arcade.Emitter#physicsBodyType
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

physicsBodyType : integer If enableBody

2025-01-10 15:47:30